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Kickstarter STAR EAGLES

Ultimo Aggiornamento: 05/04/2017 21:44
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05/04/2017 21:44

www.kickstarter.com/projects/282429745/star-eagles



Nuovo kickstarter per la Ganesha, questa volta si tratta di combattimenti tra "caccia" o comunque piccole astronavi



Ovviamente il sistema permetterà di poter giocare qualsiasi caccia si voglia creare...


Come potete facilmente osservare ci sono due caratteristiche "extra" al solito sistema Ganesha oltre alle stelline:

The top of the card has the ConStar name for the fighter. The stars next to the name represent the skill of the pilot:

1 Star = Rookie
2 Stars = Experienced
3 Stars = Veteran
4 Stars = Ace
Below the picture you will find the fighter's class and point cost.

All fighters are defined by six statistics:

SPEED (SPD) is how fast the fighter is and determines the number of movement sticks it receives when activated. The average speed is three.

DURABILITY (DUR) represents how much damage the fighter can take before being destroyed. If a fighter takes more damage than its durability, it is destroyed. If the damage is equal to its durability, it is critically damaged and suffers reduced performance.

QUALITY (Q) represents the training of the pilot and the score that must be equaled or exceeded on a d6 to gain an action when activating. When a ship activates, it chooses to roll 1-3 dice for activation, thus generating between 0 and 3 actions per turn. Ships with lower (better) Quality will tend to do more when they activate because they have an easier time getting action points. Failing on two or more dice when activating a ship results in your opponent stealing initiative or gaining a COMBAT CARD. So you must choose wisely how many dice to roll when activating.

COMBAT (C) is how well the ship can attack or evade being hit. It is the value added to a D6 when making an attack or defense roll. Higher values are better.

TRAITS represent all of the characteristics that give a ship special abilities or hindrances. There are many traits available, making it possible to represent almost any ship you can dream up.

WEAPONS indicate the ship's armament, including firing arcs, range, power, and special traits of its weapons.




Activation

Players of other Ganesha Games titles such as Song of Blades and Heroes or Galleys and Galleons will already have some familiarity with unit activation. However, STAR EAGLES has some notable differences.

When a ship activates, it has an opportunity to move, attack, and perform other special activities such as scanning. Everything a ship does is called an action. There are three types of actions; free actions, normal actions, and reactions.

Free actions can be performed without using any pilot actions and are primarily just basic movement and basic turning.
Normal actions require the use of pilot actions and these include advanced manoeuvres, shooting, launching missiles, scanning and other activities.
Reactions are "opportunity actions" that may happen outside of a ship's normal activation as a result of nearby enemy activity.
When a fighter has an opportunity to activate, it may choose to roll dice to get action points to spend during its activation. The number of actions it gets will be determined by the pilot's Quality and the amount of risk the player wants to take. The player may choose to roll 1,2, or 3 dice. Each dice rolling equal to or higher than the pilot's Quality provides one action point. These points are spent during the ship's activation to perform normal actions. Dice that roll below the Quality of the pilot are failures. If a player rolls two or more failures during an activation, the opponent may take the initiative, if he doesn't already have it, or draw a COMBAT CARD.




Movement and Maneuvers

When a ship activates it will have between 0 and 3 actions. It must then build its maneuver by linking a series of movement sticks to form a flight path. This method allows to create a wide variety of movements without any advanced calculations, creating a visual representation of the flight path.

There are three types of movement sticks;

NORMAL: A 3” move allowing up to a 22.5 degree turn at the end

TIGHT TURN or SIDE SLIP: A 3” move allowing a 45 degree turn at the beginning and a 45 degree turn at the end.

REVERSE TURN: A 3” move allowing up to a 360 degree turn at the end. It comes with risk as a fighter must make a Quality roll at -1 before completing the maneuver. If failed, the opponent decides the direction of the turn.

The process is very simple:

1) Take a number of Normal Movement Sticks equal to the ship's speed. An average speed is three.

2) ALL movement sticks MUST be used.

3) A normal move stick may be ADDED or REMOVED by spending one pilot action for each stick added or removed. This is called using an action to thrust or burn retros.

4) Advanced maneuvers include SIDESLIPS, TIGHT TURNS, and REVERSE TURNS. These may be purchased with ONE pilot action and replace TWO normal move sticks.

5) Once you have decided how many and what type of sticks to use, just lay them out to form your flight path.


Insomma, considerando quanto è valido Galee & Galeoni...

10$ per il regolamento in pdf
30$ per tutto stampato con tanto di carte
60$ per lo starter a due giocatori
salto appositamente il pledge da 50$ perché non abbiamo una stampante 3D...
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